Everything I learnt about NFTs have been non-consensual
2
likes
5 yrs ago
while(inDream=true) {otaku.salary()+=}
5 yrs ago
I don't know who this Boltzmann fella is but he owes me a physics test and a whole lotta trouble
5 yrs ago
Can someone please explain why my discords are on fire about this forum right now? I just woke up and I don't have enough coffee to read a bazillion status updates
I've fleshed out Ciel's backstory and hometown more and have added/taken out a few bits and pieces in general. Please have a read and see if there's anything that needs to be changed:
(Also how the heck do people resize images, mine are huge :v)
Name: Ciel Lalune Age: 18 Gender: M Race: Human "From that day in the cave I swore to try to become a better person... I'm still trying."
Ciel's malnutrition at birth made him look much younger and much shorter than his age, and other's attitude to treat him like a child annoys him. Ciel still hopes that drinking enough milk will make him grow taller and look more imposing. Alas... Ciel's preferred attire is usually tough leather and nearly fully covers him from head to toe, although most of the times he just wears whatever is given to him, which is just plain cloth.
Personality
Defeatist and shy, Ciel has a strict line between his friends and his enemies, acting quiet and aloof towards those he does not know. Unless Ciel has an especially strong stance in terms of morality or decision making, Ciel will act conflict avoidant in terms of decision making. He has trouble speaking and will stutter a lot, which is partially why he stays silent for most of the time. However, this does not mean that Ciel is not expressive or cold, as Ciel will do his best to help others he views as friends. Ciel is easily flustered and although he will appreciate compliments, doesn't actually know how to handle attention. Ciel is industrious and gets restless if there isn't anything to do, even if it is menial tasks. Most of the time, this means scouting nearby places or eavesdropping on others to see if he can help them without being noticed.
However, Ciel is surprisingly vengeful and will viciously hunt down all those who betrayed him, the Crown and the Lalunes alike, and especially those who came from his original town of Naravini. When enraged, Ciel's usually calm disposition will turn into a clinical cruelty, aiming to tear enemies apart both emotionally and physically. Personal morality mostly hinges upon trying to find the best for the people he has decided to care about, even if it means he has to do morally questionable actions to reach that end. Ciel is painfully aware of his amorality, and beats himself up over his need for vengence; but in the spur of the moment, he can't help but let his suppressed temper rise.
Ciel longs to feel like a part of a group, even if he tries to convince himself that he's better off alone. He has a complex about his skin condition that makes him difficult to feel tactile sensations and pain in general, and will pretend that he is able to feel things more than he really can. Ciel is good at keeping up appearances and insist everything is fine, but deep inside he knows that something fundamental died within him.
Ciel's hobbies usually involve going up to the highest vantage point and gazing out at the landscape or the stars. He's heard that apparently the stars were supposed to represent tales of epic battles and flawless heroes, but has never gotten a chance to hear them. Perhaps out here Ciel would be able to find someone who does know.
History
Naravini was a sprawling economic powerhouse during its prime. The city itself grew initially over a cave system within a frigid sea crag as a measure of safety from bandits. When trade started to flow through from West to East, the city's tight control over the few safe roads that passed through the surrounding mountain ranges became powerful economic assets. Along with the merchants and annual fairs, mercenary security troupes formed to accompany those who sought safety from the inevitable bandits that patrolled the old roads. But as travellers started to search easier ways to pass through the mountain ranges, Naravini's economic center was threatened.
The lord of Naravini, Baron Teshmire, came up with a 'solution'. In secret, he hired the most dubious troupe of Naravini, a family-run guild of the Lalunes. With a wealth of hush money, he ordered them to strike down every adventuring party that ventured the mountains. As the legend of the ghosts of the 'haunted' mountains grew, so did Naravini's wealth and Teshmire's greed. The Lalunes became a staple for Teshmire's operations, some of which included abduction of children to indoctirnate them at a young age. With a shadowy force to enforce his might, Teshmire ruled over Naravini unopposed.
But sure enough, the Lalunes could not stop the adventurers from progressing entirely - and soon a breakthrough was found that allowed safe passage across the previously uncrossable mountains and crags. With power slipping away and vengence on his heel, Teshmire's growing paranoia made him take the rest of his still-vast reserves of wealth and flee deep into the Naravini cave systems, never to be found. The Lalunes, now without a sponsor, warped into an autonomous criminal group of contract killers.
Naravini fell into disrepair and in place of merchants and seafarers, pirates and bandits seeking refuge from prosecution within the sea fortress-like city of Naravini filled the streets. Even the most foolish adventurers seeking to find 'the lost gold of Naravini' came to fear the madness of the rotting city. When it became clear that the once proud city of Naravini was turning into a haven of criminals, the Crown sent a force of elite magi and knights to crack down. Although it initially seemed like the Crown would take the city through sheer might, the criminal underworld mainly spearheaded by the Lalunes used the city's labryrinthine caverns and streets to their advantage. The city became stagnated in a gruelling quagmire - fights between the Crown forces and gangs were constant, and every day seemed like a miracle that the city remained somehow standing.
Ciel was born into one of the most turbulent times of port city of Naravini, stuck between the war between the Crown and the criminal underbelly. Perhaps had he been born into a kinder environment, his natural talent for arcane magic and curiosity could have been fostered; but instead, it became a curse that painted him as a candidate for the Lalunes. Abandoned at birth due to the dire cirumstances, he was inducted into the Lalunes as a responsive measure against the arcane attacks of the Crown magi.
Dropped into a world of desperate competition but naturally disposed to concede than fight, Ciel grew up being content with the smallest share and instead seeking affirmation and belonging. Ciel was blindly loyal to the guild, throwing himself into the most dangerous attacks against the Crown forces in service of a guild that had apparently saved him from the streets. He didn't care how cruel or how degenerate his actions were, as long as there was a clear distinction of 'us' and 'them'.
However, when his group was ambushed during an attack against a Crown stakeout, he was trapped within a cave and blockaded by the Crown forces. At first he awaited rescue as he had ensured a message was relayed back to the Lalunes. But when a message of a blank note was returned to him, it became apparent that the Lalunes had abandoned him. Ciel realized that the Lalunes were never the saviors that he had fantasized, nor was he any better for serving them. Ciel was just a pawn and a disposable blade now past its usefulness.
Heartbroken and betrayed, Ciel quietly allowed himself to be captured by the Crown forces. The judge took pity on Ciel and instead of an execution sent him to nearby quiet cities to serve his peonage. Recently released early for his good behavior, Ciel doesn't quite know what to do. Ciel was aware of his past crimes and was aware that he can't ever go back. Naravini was still in gridlock and there was little Ciel could do to exact vengence on anyone either. Ciel has been serving menial jobs in local military troupes, as well as help out local farmers in penance. But the walls of Naravini were always in the back of his mind, daring him to enter again.
Stats: Strength (STR): D Vitality (VIT): C Dexterity (DEX): B Intellect (INT): B Wisdom (WIS): E Charisma (CHA): F
Resistances: - Pain, especially tactile senses - Minor Cold - Minor Darkness (nightvision to a limited extent, can't see past artificial darkness)
Equipment Fey & Fel: Twin daggers Ciel received from a local blacksmith when he helped them get rid of bats from a cave. They're plain daggers with casting ambers in their hilt, doubling as arcane tools. Aside from occassional rust and wear, the blade is relatively well-kept.
Minor Herbalist Kit: Tools and small bandages to allow basic salves and poutices to be made from scavenged herbs. The toolkit itself is mostly improvised from various tools from other kits.
Shortbow w/ Arrows: A plain wooden shortbow with a handful of arrows for long range combat.
Lalune guild badge: A small copper badge with a flying owl. Has no uses since Ciel was effectively disavowed by the guild, but he has since kept it for sentimentality purposes.
Blank messaging paper: A grubby, little scrap of paper used by Lalunes to message each other. Similarily kept for sentimentality purposes, in spite rather than fondness.
Skills & Spells Mark: Single out a target and set a corrupting Mark on them. Gain armor penetration and critical hit multiplier against a Marked target. Marks persist until the marked target disengages, either the user or the target is defeated. A maximum of 3 Marks can be maintained. This skill has a Mana cost.
Vanish: Disappear from detection with a camoflaging spell. This can be used out of combat to increase stealth effectivity, disappearing nearly entirely from visual detection for the user only. This can be used in combat to disengage an enemy and escape combat. Fails against enemies with high detection skills, and is ineffective against arcane or thermal detection. This skill has a Mana cost and Cooldown.
Execute: Attack with the intent to kill, targeting existing wounds to ensure a kill. Deal bonus damage against opponents under 50% HP, scaling with critical hit multiplier. If used against a Marked target, consume the Mark to recover large amount of stamina, and immediately reset cooldown of Vanish. This skill has a Cooldown.
Silence: Within a small field, suppress hostile magic. Completely negates effects of weak magic, but has reduced effectivity against magic stronger than the user. The user may completely concentrate on Silence to increase effectivity at the cost of continuous Mana drain and inability to react to incoming attacks. This skill has a Mana cost and Cooldown.
Hidden Fangs (passive) : The user deals bonus damage when attacking from stealth or when using concealed weapons against unaware targets. Against Marked targets, deal additional armour piercing damage and recover mana.
Dynamism (passive): The user is especially focused against their Marked targets, and gains increased dodge chance against attacks from Marked targets. Becomes more effective over time, but is reset when attacking unmarked targets or when focus is disturbed via status effects.
Name: Ciel Lalune Age: ?? Looks young. He forgot his age, but he likes to think he's of age. Gender: M Race: Human "From that day in the cave I swore to try to become a better person... I'm still trying."
Ciel's malnutrition at birth made him look much younger and much shorter than his age, and other's attitude to treat him like a child annoys him. Ciel still hopes that drinking enough milk will make him grow taller and look more imposing. Alas... Ciel's preferred attire is usually tough leather and nearly fully covers him from head to toe, although most of the times he just wears whatever is given to him, which is just plain cloth.
Personality
Defeatist and shy, Ciel has a strict line between his friends and his enemies, acting quiet and aloof towards those he does not know. Unless Ciel has an especially strong stance in terms of morality or decision making, Ciel will act conflict avoidant in terms of decision making. He has trouble speaking and will stutter a lot, which is partially why he stays silent for most of the time. However, this does not mean that Ciel is not expressive or cold, as Ciel will do his best to help others he views as friends. Ciel is easily flustered and although he will appreciate compliments, doesn't actually know how to handle attention. Ciel is industrious and gets restless if there isn't anything to do, even if it is menial tasks. Most of the time, this means scouting nearby places or eavesdropping on others to see if he can help them without being noticed.
However, Ciel is surprisingly vengeful and will viciously hunt down all those who betrayed him, the Crown and the Lalunes alike, and especially those who came from his original town of Naravini. When enraged, Ciel's usually calm disposition will turn into a clinical cruelty, aiming to tear enemies apart both emotionally and physically. Personal morality mostly hinges upon trying to find the best for the people he has decided to care about, even if it means he has to do morally questionable actions to reach that end. Ciel is painfully aware of his amorality, and beats himself up over his need for vengence; but in the spur of the moment, he can't help but let his suppressed temper rise.
Ciel longs to feel like a part of a group, even if he tries to convince himself that he's better off alone. He has a complex about his skin condition that makes him difficult to feel tactile sensations and pain in general, and will pretend that he is able to feel things more than he really can. Ciel is good at keeping up appearances and insist everything is fine, but deep inside he knows that something fundamental died within him.
Ciel's hobbies usually involve going up to the highest vantage point and gazing out at the landscape or the stars. He's heard that apparently the stars were supposed to represent tales of epic battles and flawless heroes, but has never gotten a chance to hear them. Perhaps out here Ciel would be able to find someone who does know.
History
Naravini was a sprawling economic powerhouse during its prime. The city itself grew initially over a cave system within a frigid sea crag as a measure of safety from bandits. Initially a city-state, it joined with the nearby Kingdom of Praxim in exchange for their powerful arcane knowledge and alliance. When trade started to flow through from West to East, the city's tight control over the few safe roads that passed through the surrounding mountain ranges became powerful economic assets. Along with the merchants and annual fairs, mercenary security troupes formed to accompany those who sought safety from the inevitable bandits that patrolled the old roads. But as travellers started to search easier ways to pass through the mountain ranges, Naravini's economic center was threatened.
The lord of Naravini, Baron Teshmire, came up with a 'solution'. In secret, he hired the most dubious troupe of Naravini, a family-run guild of the Lalunes. With a wealth of hush money, he ordered them to strike down every adventuring party that ventured the mountains. As the legend of the ghosts of the 'haunted' mountains grew, so did Naravini's wealth and Teshmire's greed. The Lalunes became a staple for Teshmire's operations, some of which included abduction of children to indoctirnate them at a young age. With a shadowy force to enforce his might, Teshmire ruled over Naravini unopposed.
But sure enough, the Lalunes could not stop the adventurers from progressing entirely - and soon a breakthrough was found that allowed safe passage across the previously uncrossable mountains and crags. With power slipping away and vengence on his heel, Teshmire's growing paranoia made him take the rest of his still-vast reserves of wealth and flee deep into the Naravini cave systems, never to be found. The Lalunes, now without a sponsor, warped into an autonomous criminal group of contract killers.
Naravini fell into disrepair and in place of merchants and seafarers, pirates and bandits seeking refuge from prosecution within the sea fortress-like city of Naravini filled the streets. Even the most foolish adventurers seeking to find 'the lost gold of Naravini' came to fear the madness of the rotting city. When it became clear that the once proud city of Naravini was turning into a haven of criminals, the Praxim Crown sent a force of elite magi and knights to crack down. Although it initially seemed like the Crown would take the city through sheer might, the criminal underworld mainly spearheaded by the Lalunes used the city's labryrinthine caverns and streets to their advantage. The city became stagnated in a gruelling quagmire - fights between the Crown forces and gangs were constant, and every day seemed like a miracle that the city remained somehow standing.
Some argue that the war that wages within Naravini is a waste of resources, others believe it is a necessary means to root out the criminal underworld for good. Only those who pull the strings from behind know the true nature of the battle for Naravini.
Ciel was born into one of the most turbulent times of port city of Naravini, stuck between the war between the Crown and the criminal underbelly. Perhaps had he been born into a kinder environment, his natural talent for arcane magic and curiosity could have been fostered; but instead, it became a curse that painted him as a candidate for the Lalunes. Abandoned at birth due to the dire cirumstances, he was inducted into the Lalunes as a responsive measure against the arcane attacks of the Crown magi.
Dropped into a world of desperate competition but naturally disposed to concede than fight, Ciel grew up being content with the smallest share and instead seeking affirmation and belonging. Ciel was blindly loyal to the guild, throwing himself into the most dangerous attacks against the Crown forces in service of a guild that had apparently saved him from the streets. He didn't care how cruel or how degenerate his actions were, as long as there was a clear distinction of 'us' and 'them'.
However, when his group was ambushed during an attack against a Crown stakeout, he was trapped within a cave and blockaded by the Crown forces. At first he awaited rescue as he had ensured a message was relayed back to the Lalunes. But when a message of a blank note was returned to him, it became apparent that the Lalunes had abandoned him. Ciel realized that the Lalunes were never the saviors that he had fantasized, nor was he any better for serving them. Ciel was just a pawn and a disposable blade now past its usefulness.
Heartbroken and betrayed, Ciel quietly allowed himself to be captured by the Crown forces. The judge took pity on Ciel and instead of an execution sent him to nearby quiet cities to serve his peonage. Recently released early for his good behavior, Ciel doesn't quite know what to do. Ciel was aware of his past crimes and was aware that he can't ever go back. Naravini was still in gridlock and there was little Ciel could do to exact vengence on anyone either. Ciel has been serving menial jobs in local military troupes, as well as help out local farmers in penance. But the walls of Naravini were always in the back of his mind, daring him to enter again.
Stats: Strength (STR): D Vitality (VIT): C Dexterity (DEX): B Intellect (INT): B Wisdom (WIS): E Charisma (CHA): F
Resistances: - Pain, especially tactile senses - Minor Cold - Minor Darkness (nightvision to a limited extent, can't see past artificial darkness)
Equipment Fey & Fel: Twin daggers Ciel received from a local blacksmith when he helped them get rid of bats from a cave. They're plain daggers with casting ambers in their hilt, doubling as arcane tools. Aside from occassional rust and wear, the blade is relatively well-kept.
Minor Herbalist Kit: Tools and small bandages to allow basic salves and poutices to be made from scavenged herbs. The toolkit itself is mostly improvised from various tools from other kits.
Shortbow w/ Arrows: A plain wooden shortbow with a handful of arrows for long range combat.
Lalune guild badge: A small copper badge with a flying owl. Has no uses since Ciel was effectively disavowed by the guild, but he has since kept it for sentimentality purposes.
Blank messaging paper: A grubby, little scrap of paper used by Lalunes to message each other. Similarily kept for sentimentality purposes, in spite rather than fondness.
Skills & Spells Mark: Single out a target and set a corrupting Mark on them. Gain armor penetration and critical hit multiplier against a Marked target. Marks persist until the marked target disengages, either the user or the target is defeated. A maximum of 3 Marks can be maintained. This skill has a Mana cost.
Vanish: Disappear from detection with a camoflaging spell. This can be used out of combat to increase stealth effectivity, disappearing nearly entirely from visual detection for the user only. This can be used in combat to disengage an enemy and escape combat. Fails against enemies with high detection skills, and is ineffective against arcane or thermal detection. This skill has a Mana cost and Cooldown.
Execute: Attack with the intent to kill, targeting existing wounds to ensure a kill. Deal bonus damage against opponents under 50% HP, scaling with critical hit multiplier. If used against a Marked target, consume the Mark to recover large amount of stamina, and immediately reset cooldown of Vanish. This skill has a Cooldown.
Silence: Within a small field, suppress hostile magic. Completely negates effects of weak magic, but has reduced effectivity against magic stronger than the user. The user may completely concentrate on Silence to increase effectivity at the cost of continuous Mana drain and inability to react to incoming attacks. This skill has a Mana cost and Cooldown.
Hidden Fangs (passive) : The user deals bonus damage when attacking from stealth or when using concealed weapons against unaware targets. Against Marked targets, deal additional armour piercing damage and recover mana.
Dynamism (passive): The user is especially focused against their Marked targets, and gains increased dodge chance against attacks from Marked targets. Becomes more effective over time, but is reset when attacking unmarked targets or when focus is disturbed via status effects.
Personality. Defeatist and shy, Ciel has a strict line between his friends and his enemies, acting quiet and aloof towards those he does not know, but kind and driven towards those he does. Unless Ciel has an especially strong stance in terms of morality or decision making, Ciel will act conflict avoidant in terms of decision making. He has trouble speaking and will stutter a lot, which is partially why he stays silent for most of the time. Ciel is easily flustered and although he will appreciate compliments, doesn't actually know how to handle attention. Ciel is industrious and gets restless if there isn't anything to do, even if it is menial tasks. Most of the time, this means scouting nearby places or eavesdropping on others to see if he can help them without being noticed.
However, Ciel is surprisingly vengeful and will viciously hunt down all those who betrayed him, especially anyone who is associated from the Lalunes. When enraged, Ciel's usually calm disposition will turn into a clinical cruelty, aiming to tear enemies apart both emotionally and physically. Personal morality mostly hinges upon trying to find the best for the people he has decided to care about, even if it means he has to do morally questionable actions to reach that end.
Ciel longs to feel like a part of a group, even if he tries to convince himself that he's better off alone. He has a complex about his skin condition that makes him difficult to feel tactile sensations, and will pretend that he is able to feel things more than he really can. Ciel is good at keeping up appearances and insist everything is fine, but deep inside he knows that something fundamental died within him.
History: Ciel was a part of the Lalune guild, an organization of spellswords and bandits. It was initially a small group of assassins under the control of a local Baron Teshmire, who inducted peasant children at a young age to train them up as an unquestioning security force. When the territory collapsed under economic turmoil and took the Baron with them, the group splintered and reformed into a semi-honorable autonomous group of contract assassins. With a strictly elitist mindset, the group still performs recruitments in a similar vein to this day. Initially born into a family of peasants, he was selected by the Lalunes due to a natural talent for arcane magic, especially towards stealth and negation magic. Dropped into a world of competition but naturally disposed to concede than fight, Ciel grew up being content with the smallest share and instead seeking affirmation from his older peers. Ciel was blindly loyal to the guild, going through unhealthy training regimen and doing dirty work for his beloved 'family' that had supposedly 'rescued' him from abandonment. When a plot to ransack a noble house was exposed, Ciel was abandoned by his guild and forced to become the scrapegoat. When a hit was placed on him within the jail to "tie up loose ends", Ciel realized that the guild he had devoted himself so much towards were nothing more than heartless murderers and thieves - and Ciel was right there with them. Heartbroken and betrayed, Ciel quietly served the rest of his peonage, now unsure of his values and future. Of course, he planned to pull apart the Lalune guild and serve well-deserved payback - but what then? And where to even start? Ciel has since wandered from one subsistence job to another, filling in menial roles for various military troupes. Perhaps he will find a lead, but for now, Ciel just wanted a break.
Stats: Strength (STR): D Vitality (VIT): C Dexterity (DEX): B Intellect (INT): B Wisdom (WIS): E Charisma (CHA): F
List of immunities: - None
Resistances: - Arcane - Tactile senses (More of a hinderance than a perk)
Weaknesses: - Cold (It reawakens pain nerves over his skin, and for someone who is not used to tactile pain, it makes focus difficult within cold environments)
Equipment: Fey & Fel: Twin daggers Ciel stole from a local blacksmith. Aside from two runic ambers that allow for casting through the dagger's blades, they are plain, crude daggers that have rusted over Ciel's imprisonment. Ciel managed to recover them from a stash after his peonage, but hasn't used them since.
Minor Herbalist Kit: With extra bandages and skin oil for his skin. Includes tools to make basic medicine out of scavenged herbs.
Shortbow w/ Arrows: A plain wooden shortbow with a handful of arrows for long range combat.
Lalune guild badge: A small copper badge with a flying owl. Has no uses since Ciel was effectively disavowed by the guild, but he has since kept it for sentimentality purposes.
Skills & Spells: Mark: Single out a target and set a corrupting Mark on them. Gain armor penetration and critical hit multiplier against a Marked target. Marks persist until the marked target disengages, either the user or the target is defeated. A maximum of 3 Marks can be maintained. This skill has a Mana cost.
Vanish: Disappear from detection with a camoflaging spell. This can be used out of combat to increase stealth effectivity, disappearing nearly entirely from visual detection within shaded areas for the user only. This can be used in combat to disengage an enemy and escape combat. Fails against enemies with high detection skills, and is ineffective against arcane or thermal detection. This skill has a Mana cost and cooldown.
Execute: Attack with the intent to kill, targeting existing wounds to ensure a kill. Deal bonus damage against opponents under 50% HP, scaling with critical hit multiplier. If used against a Marked target, consume to Mark to recover large amount of stamina, and immediately reset cooldown of Vanish. This skill has a mana cost and cooldown.
Hidden Fangs (passive) : The user deals bonus damage when attacking from stealth or when using concealed weapons against unaware targets. Against Marked targets, deal additional armour piercing damage and recover mana.
Lethal Tempo (passive): The user is especially focused against their Marked targets, and gains increased dodge chance against attacks from Marked targets. Becomes more effective over time, but is reset when attacking unmarked targets or when focus is disturbed via status effects.
Silence: Within a small field, suppress hostile magic. Completely negates effects of weak magic, but has reduced effectivity against magic stronger than the user. The user may completely concentrate on Silence to increase effectivity at the cost of continuous mana drain and inability to react to incoming attacks.
Personality. Defeatist and shy, Ciel is quiet and lets others lead rather than voice his own opinions. He has trouble speaking and will stutter a lot, which is partially why he stays silent for most of the time. However, he is easily excitable and expressive, just not verbally. Although Ciel is mostly calm and enjoys quiet time, he is also prone to impulsive decision making. Ciel is industrious and gets restless if there isn't anything to do, even if it is menial tasks.
Ciel is gentle and friendly with most people, and despite his past of abandonment, puts too much trust in others too early. He is unsure of where to stand in questions of morality, and is likely to let others make decisions for him. However, Ciel has a long time grudge against his old compatriots, the Lalune guild, and will do anything to hunt them down.
History: Ciel was a part of the Lalune guild, an organization of spellswords and bandits. It was initially a small group of assassins under the control of a local Baron Teshmire, who inducted peasant children at a young age to train them up as an unquestioning security force. When the territory collapsed under economic turmoil and took the Baron with them, the group splintered and reformed into a semi-honorable autonomous group of contract assassins. With a strictly elitist mindset, the group still performs recruitments in a similar vein to this day. Initially born into a family of peasants, he was reluctantly sold to the Lalunes in exchange for bread. Dropped into a world of competition but naturally disposed to concede than fight, Ciel grew up being content with the smallest share and instead seeking affirmation from his older peers, despite being the most talented. Ciel was blindly loyal to the guild, doing morally questionable work in service of his beloved 'family' that had supposedly 'rescued' him from abandonment. When a plot to ransack a noble house was exposed, Ciel willingly acted as the scapegoat for the guild, turning himself in as the main culprit. But when he was attacked within the town jail by the Lalune guild to 'cut loose ends and cull the weak', Ciel realized that the guild he had devoted himself so much towards were nothing more than heartless murderers and thieves - and Ciel was right there with them. Heartbroken and betrayed, Ciel quietly served the rest of his peonage, now unsure of his values and future. Of course, he planned to pull apart the Lalune guild and serve well-deserved payback - but what then? And where to even start? Ciel has since wandered from one subsistence job to another, filling in menial roles for various military troupes. Perhaps he will find a lead, but for now, Ciel just wanted a break.
Stats: Strength (STR): D Vitality (VIT): C Dexterity (DEX): B Intellect (INT): B Wisdom (WIS): E Charisma (CHA): F
List of immunities: - None
Resistances: - Minor Arcane - Minor Poison
Weaknesses: -None
Equipment: Fey & Fel: Twin daggers Ciel stole from a local blacksmith. Aside from two runic ambers that allow for casting through the dagger's blades, they are plain, crude daggers that have rusted over Ciel's imprisonment. Ciel managed to recover them from a stash after his peonage, but hasn't used them since.
Hush Boots/Gloves: Weakly enchanted leather boots and gloves that minimise sound of walking, grappling and moving.
Shortbow w/ Arrows: A plain wooden shortbow with a handful of arrows for long range combat.
Lalune guild badge: A small copper badge with a flying owl. Has no uses since Ciel was effectively disavowed by the guild, but he has since kept it for sentimentality purposes.
Skills & Spells: Mark: Single out a target and identify weaknesses in armour and fighting style, Marking them. Gain armor penetration and critical hit multiplier against a Marked target. Marks persist until the marked target disengages, either the user or the target is defeated. A maximum of 3 Marks can be maintained.
Vanish: Disappear from detection with a camoflaging spell. This can be used out of combat to increase stealth effectivity. This can be used in combat to disengage an enemy and escape combat. Fails against enemies with high detection skills, and is ineffective against arcane or thermal detection. This skill has a mana cost and cooldown.
Execute: Attack with the intent to kill, empowering corrupting runes to exacerbate existing wounds. Deal bonus damage against opponents under 50% HP, scaling with critical hit multiplier. If used to execute a Marked target, recover large amount of stamina and immediately reset cooldown of Vanish. This skill has a mana cost and cooldown.
Hidden Fangs (passive) : The user deals bonus damage when attacking from stealth or when using concealed weapons against unaware targets. Against Marked targets, deal additional armour piercing damage and have a chance to stun.
Lethal Tempo (passive): Increased effectivity against Marked targets. Each hit against a Marked target partially recoups stamina and increases dodge chance. Becomes more effective over time, but is reset when attacking unmarked targets.
Just dropping this so people don't step on my toes or to make sure i didn't goof.
do we write a backstory for both the native body and the actual character pre isekai?
Diane Croix
27 || Female || Human
Appearance: With an air of nobility, Diane has traits of an ancient lineage. Most of her features could aptly be described as sharp. Standing at 6'0", she stands above most humans. Her eyes have a noticeable orange hue to them, almost glowing in the dark. The black hair she possesses is roughly styled, messily hanging from long periods of neglect. Her right arm is covered with an almost otherworldly ink that has since seeped and dyed her skin. Usually, it's covered with a gauntlet.
Personality. This is just a rough TL;DR before I actually write it out. Just want to get the concept out there and get a li'l feedback to make sure I didn't moff anything up.
Diane as a tryhard, plain and simple. She's abrasive and pretty toxic. She also has a compulsive need to be better than others. Big ol' type A. She does care about others, in her own weird way.
History: Same as above. Back in the real world, she was kind of a bad sister. Her compulsive need to be the best essentially caused her to pick up gaming in the first place. Her younger brother wanted to play street fighter, so she spent hours upon hours practicing to ensure that she would be better than him. He eventually picked up MMOs, so she did the same. When he started to PVP, she did too.
Then she put all of her time and energy into crushing the PVP ladder (even reaching step 1) just to be better than her younger brother at every turn.
Imagine this without the mental scarring of constantly being against someone better than you in every way. I'll write in the soft bits after.
Do we write a paragraph for the native body, so to speak?
----- Level: 20 Class: Summoner Profession: None.
Stats: STR: F VIT: E DEX: E INT: C WIS: C CHA: B
List of immunities: N/A.
Resistances: Mild resistance to dark magics and a high resistance to blight.
Weaknesses: Holy, light, and the inverse elements of her current summon.
Equipment: Besides the gauntlet on her hand to hide and protect others from blighting, she has various tools to assist her. A mage's lantern, a knife, padded clothes, but generally everything you could find in an adventurer's sack.
Skills & Spells: Like her class' namesake, Diane has the ability to summon being to serve under her. Under her contracted patron Oberon, she is able to use dark and blighting magic while summoning an elemental fairy to attack for her. These fairies carry the protection of the Fae Queen and are ephemeral to all harm. However, they use Diane as a conduit to materialize, so in case she runs out of mana or gets knocked out, the fairy is sent back to their home. Because of the contract she holds, she can only summon one at a time for her own safety. In her current state, having more than one out at a time would deal significant damage to herself.
Her dark magic specializes in reducing the enemy's strength by various means while her blighting magic specializes in damage over time. While not necessarily a skill, because of her right arm being the catalyst for her magic, it is toxic to most. If she had any aptitude in a brawl, it would actually be a threat.
She has the capability of summoning different beings, but is currently unable to.
Pretty sure we're playing as natives to the isekai world rather than the isekai'd.
Age: 19 Gender: F Nationality: Irish-Japanese Birthday: 23rd June Height: 165cm MC Quality: C+ MC Quantity: A
Background: The Bryne family is a small, quiet but hated family. Although they had seats in the Clock Tower due to their long line of lineage, they were kicked out of the Clock Tower for their research into dark arts and their obsession with the usurping of traditional magecraft. Most of the family died out due to internal family politics, and further more died during the Great Starvation due to a viral sickness combined with starvation. With only a handful of survivors left and fragments of research salvaged from the collapse, the Bryne family sailed far East to avoid prosecution by the Clock Tower and landed in Japan. Here, they found another mage family desperately searching for ways to continue their lineage, the Imuoto clan. With no other options, the two families merged and combined their efforts to continue their research. Most of the Bryne dark magic had been lost during the initial collapse of the family, perhaps for the better. Now the Bryne-Imuoto family has changed their step and has since attempted to approach magic through a calmer route of meditation and preparation.
Raven was a quiet, withdrawn child of the family that had emerged from a history of struggle and emphasis on survival. All throughout her childhood, her parents tried to drill into her how important it was to continue a bloodline that had apparently sailed through the world to conceive her and her 3 sisters. Her siblings were also eager to highlight the need for success in a cruel world, especially because Raven was born with an unnaturally high amount of magic circuits. But Raven was disinterested in such a hereditory mantle, and didn't react well to the strict world of Japanese competition. Family feuds were frequent, almost daily, and in the end Raven became a shut-in, living in the dojo and zoning out while punching the doll over and over.
One of the few things that came of the escape from Ireland was the access to the Irish diasphora that now lived across the globe, although only a few were maguses. When news came from this thin network that a Grail war was about to take place, Raven was reluctantly picked as a representative to participate. Raven could not care less for the family's wish to be restored to glory, but only took a few broken bones and noses to drag Raven out of her isolation and send her to fight.
Personality: A nihilist and a shut-in, Raven doesn't understand social interactions and can't handle other people. Although she can act respectfully when necessary, Raven often acts aloof and reluctant for most things, only obsessing over practicing martial arts at the gym because according to her, it's the only thing she's good at. She has very low self-esteem and is really only driven by spite against both her family and herself, and can't really get motivated to do much other than beat up training dolls. She is conflict avoidant and would only follow suite if she could be bothered for it. Raven couldn't care less if she died in the War, but despite her denial, has a fervant wish to feel connected to others. As such, Raven will express disinterest in philantrophic acts, but will be spurred to do them anyway despite herself.
Abilities:
Ether Orb Due to the family having a history of low circuit quantity, the technique of focusing and storing magic energy has been intensely researched. The end result was the groundwork for the rest of the Bryne magecraft, the Ether Orb.
By intensely meditating for a time, Raven is able to externalize her magical energy and store a large amount of magic energy in a floating orb of vapor-like ether. It floats around like a gas around Raven and acts more or less like a bubble that is maintained in part by Raven's magic energy. The orb can be used as quick bursts of energy when needed in battle, or directly used as an offensive explosive payload. Multiple orbs can be created and maintained, as long as Raven has enough time to concentrate and is alert enough to maintain the larger amount of orbs. Smaller, less potent versions of the orbs can be created on demand at the expense of magic energy, but these are used in ranged attacks due to costing more energy to create than they store.
Ether Compression An extension of Orb magic developed for Raven. Since quantity is not as much of a problem for Raven, her family devoted time to then exchange quantity for quality. This was achieved by compressing multiple orbs into a single concentrated orb, although it is taxing to maintain this compressed orb for long. For the most part, Raven refused to learn this technique as it would be acknowledging and accepting her family's insistence in hereditary knowledge, but kept it in mind in her training.
Physical Enhancement Combining Imuoto's focus and Bryne runecraft, Raven is able to activate runes that enhances her physical capacities. Most of the power goes towards speed and agility (due to Raven's tendancies to flee from battle), but to a lesser extent her strength is also increased. The use of the Physical Enhancement in general is comparatively medicore, so use of the ether orb to give short bursts of high power and speed is frequent. However, expending too much power on physical enhancement leads to straining the body and extended fatigue.
Imuoto-style Martial Arts Not a magic ability, but can be greatly enhanced by it. It is similar to taekwondo with an emphasis on fast flurries of kicks and punches, but has been modified to include taichi-like waves to incorporate ether orb attacks. Raven's style is a bit more rough and has a focus on punches and quick steps to close gaps.